Here's how the encryption things work
for example, you want to change .lev encryption
go to GLLevelFileSaveLoad.cpp
find this definition "GLLevelFile::SaveFile"
below that, look for " SFile.SetEncodeType ( EMBYTECRYPT_LEVEL ); " change to " //SFile.SetEncodeType ( EMBYTECRYPT_LEVEL ); "
that way .lev file won't be save with current EMBYTECRYPT_LEVEL crypt, compile the EditorLevel, rename it to EditorLevelNoLoadCrypt, now you can load all your .lev and save it without the current crypt.
next method go to definition "GLLevelFile::LoadFile" (still same .cpp)
find
if ( dwFileVER>=VERSION_BEFORE_ENCODE )
SFile.SetEncodeType ( EMBYTECRYPT_OLD );
if ( dwFileVER>=VERSION_NEW_ENCODE )
SFile.SetEncodeType ( EMBYTECRYPT_LEVEL );
change to
//if ( dwFileVER>=VERSION_BEFORE_ENCODE )
//SFile.SetEncodeType ( EMBYTECRYPT_OLD );
//if ( dwFileVER>=VERSION_NEW_ENCODE )
//SFile.SetEncodeType ( EMBYTECRYPT_LEVEL );
go to ByteCryptDefVer1.h , look for ARRAY_LEVEL_VAR1, below that,change the 16line encryption to your desire encryption
then go to GLLevelFileSaveLoad.cpp, under the GLLevelFile::SaveFile, enable
SFile.SetEncodeType ( EMBYTECRYPT_LEVEL );
then compile the EditorLevel, rename to EditorLevelNewCrypt, you can now load & save your No Encryption .Lev files.
after doing that, enable the disabled code in GLLevelFile::LoadFile.
this goes to the other encryption you can see in ByteCrypt.h
sorry for the term I used this is how I address things in C++